0.3.2: Bugfixes and fixed global table init

This commit is contained in:
Peter 2020-08-18 18:52:32 +08:00
parent 39afc00b75
commit 398ed6fc87
3 changed files with 72 additions and 57 deletions

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@ -33,3 +33,10 @@ Date: 2020-08-17
- If the player is inisde a spidertron while in follow mode, they will not move to the 'mean' of the squad
- Regular remotes can be used on spidertrons to relocate their position in the squad
- Regular remotes can be used on a spidertron with a player inside of it to move it and the squad to a position
---------------------------------------------------------------------------------------------------
Version: 0.3.2
Date: 2020-08-17
Bugfixes:
- Fixed leader spidertron death causing a crash
- Fixed incorrect global table initialization when a vanilla game receives the mode (which fixes crash on vehicle exit and spidertron exit in a previously vanilla game)

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@ -6,10 +6,11 @@
* Spiderbot.
--]]
-- /c for i=0,5 do game.player.insert("spidertron"); end; for i=0,2 do game.player.insert("spidertron-remote") end
require("util")
local function give_tool(player, stack)
if player.clean_cursor() and player.cursor_stack.can_set_stack(stack) then
if player.clean_cursor() and player.cursor_stack and player.cursor_stack.can_set_stack(stack) then
if player.get_main_inventory() then
player.get_main_inventory().remove("squad-spidertron-remote-sel")
player.get_main_inventory().remove("squad-spidertron-remote")
@ -24,9 +25,8 @@ local function squad_center(spidersquad)
local ybar=0
local c=0
for i=1, #spidersquad do
local spider = spidersquad[i]
c=c+1
local pos = spider.position
local pos = spidersquad[i].position
xbar=xbar+pos.x
ybar=ybar+pos.y
end
@ -58,15 +58,14 @@ local function validate_spiders(index)
local c=0
if global.spidercontrol_spidersquad[index] then
--for i, spider_ in pairs(global.spidercontrol_spidersquad[index].spiders) do
local d = global.spidercontrol_spidersquad[index].spiders
for i=1, #d do
if not d[i].spider_entity.valid then
table.remove(global.spidercontrol_spidersquad[index].spiders,i)
for i, spider in pairs(global.spidercontrol_spidersquad[index].spiders) do
if not spider.spider_entity or not spider.spider_entity.valid then
global.spidercontrol_spidersquad[index].spiders[i] = nil
c=c+1
end
end
if c > 0 then
game.players[index].print(c .. " units were destroyed or mined since the last position command was sent")
game.players[index].print(c .. " units were destroyed or mined since the last position command was sent") --this is causing crashes for one user. states that the player does not exist (why?) needs more research
end
return true
end
@ -79,7 +78,7 @@ local function spiderbot_designate(index, position)
local leader = d_.spider_leader
local l_d = {0,0}
if leader then
if spidersquad[leader].spider_entity.valid then
if spidersquad[leader] and spidersquad[leader].spider_entity.valid then
-- game.players[index].print("Leader "..leader)
l_d = spidersquad[leader].d
else
@ -91,9 +90,8 @@ local function spiderbot_designate(index, position)
local follow = game.players[index].is_shortcut_toggled("squad-spidertron-follow")
for i=1, #spidersquad do
for i, spider_ in pairs(spidersquad) do
if i ~= leader or not follow then
local spider_ = spidersquad[i]
local spider = spider_.spider_entity
local d = spider_.d
spider.autopilot_destination = {position.x+d[1]-l_d[1], position.y+d[2]-l_d[2]} -- leader dy and dx offsets so that the leader itself becomes the new mean of the squad.
@ -115,8 +113,12 @@ local function spiderbot_follow(player)
end
local function initialize()
if global.spidercontrol_spidersquad == nil then
global.spidercontrol_spidersquad = {}
if global.spidercontrol_spidersquad == nil then
game.print("Create tables for spidertron control mod")
global.spidercontrol_spidersquad = {}
for _, player in pairs(game.players) do
global.spidercontrol_spidersquad[player.index] = {spider_leader = nil, spiders={}}
end
end
end
@ -131,48 +133,50 @@ script.on_event(defines.events.on_player_used_spider_remote, function(event)
local index = event.player_index
local player = game.players[index]
local cursor_stack = player.cursor_stack
if cursor_stack.valid_for_read and cursor_stack.name == "squad-spidertron-remote" and event.success then
player.set_shortcut_toggled("squad-spidertron-follow", false)
spiderbot_designate(index, event.position)
elseif cursor_stack.valid_for_read and cursor_stack.name == "spidertron-remote" and event.success then -- WARNING: We're only overriding for the player's spidertron if it's the vanilla spidertron remote. Does not cover modded remotes!
-- Alter dy and dx
local unit_no = event.vehicle.unit_number
local d_ = global.spidercontrol_spidersquad[index]
local spidersquad = d_.spiders
local leader = d_.spider_leader
if cursor_stack then -- how can a player use a remote without a cursor_stack though???
if cursor_stack.valid_for_read and cursor_stack.name == "squad-spidertron-remote" and event.success then
player.set_shortcut_toggled("squad-spidertron-follow", false)
spiderbot_designate(index, event.position)
elseif cursor_stack.valid_for_read and cursor_stack.name == "spidertron-remote" and event.success then -- WARNING: We're only overriding for the player's spidertron if it's the vanilla spidertron remote. Does not cover modded remotes!
-- Alter dy and dx
local unit_no = event.vehicle.unit_number
local d_ = global.spidercontrol_spidersquad[index]
local spidersquad = d_.spiders
local leader = d_.spider_leader
if spidersquad then -- HELLO: if you are reading this and have an idea how to optimize it pls let me know (Not really critical as it's not in the tick loop, but could be problematic for very large squads )
for i=1, #spidersquad do --something something premature debugging evil, but seriously the amount of loops are worrying (for large squds).
if i ~= leader and spidersquad[i].spider_entity.unit_number == unit_no then -- Don't alter dy and dx for the squad leader (leads to infinite walking)
local dest = event.position
local flat = {} -- repack the array (which is divided because of us storing dy and dx) into a flat one
for j=1, #spidersquad do
if j == i then
flat[#flat+1] = {position = dest} -- need to predict where it will be and use that as a mean, not current location
else
flat[#flat+1] = spidersquad[j].spider_entity
if spidersquad then -- HELLO: if you are reading this and have an idea how to optimize it pls let me know (Not really critical as it's not in the tick loop, but could be problematic for very large squads )
for i, spider in pairs(spidersquad) do --something something premature debugging evil, but seriously the amount of loops are worrying (for large squds).
if i ~= leader and spider.spider_entity.unit_number == unit_no then -- Don't alter dy and dx for the squad leader (leads to infinite walking)
local dest = event.position
local flat = {} -- repack the array (which is divided because of us storing dy and dx) into a flat one
for j, spider_ in pairs(spidersquad) do
if j == i then
flat[#flat+1] = {position = dest} -- need to predict where it will be and use that as a mean, not current location
else
flat[#flat+1] = spider_.spider_entity
end
end
end
local center = squad_center(flat)
-- tried to do something without calling this loop but it's the most reliable option
local center = squad_center(flat)
-- tried to do something without calling this loop but it's the most reliable option
--very interesting problem : because the mean of the squad is dependent on the positions of each squad member, varying the dy/dx parameters of only one spider (originally the one we're moving) results in this one being scaled off the 'actual' target location - at very far distances from the squad mean this becomes very noticeable. This means we need to calculate the mean of the entire squad if one has changed position. I noticed this error because of the fact that the offset was not constant but proportional to distance away from the mean
for k=1, #spidersquad do
if k == i then
global.spidercontrol_spidersquad[index].spiders[k].d = {
dest.x - center[1], --dx
dest.y - center[2] --dy
}
else
local pos = spidersquad[k].spider_entity.position
global.spidercontrol_spidersquad[index].spiders[k].d = {
pos.x - center[1], --dx
pos.y - center[2] --dy
}
--very interesting problem : because the mean of the squad is dependent on the positions of each squad member, varying the dy/dx parameters of only one spider (originally the one we're moving) results in this one being scaled off the 'actual' target location - at very far distances from the squad mean this becomes very noticeable. This means we need to calculate the mean of the entire squad if one has changed position. I noticed this error because of the fact that the offset was not constant but proportional to distance away from the mean
for k, spider_ in pairs(spidersquad) do
if k == i then
global.spidercontrol_spidersquad[index].spiders[k].d = {
dest.x - center[1], --dx
dest.y - center[2] --dy
}
else
local pos = spider_.spider_entity.position
global.spidercontrol_spidersquad[index].spiders[k].d = {
pos.x - center[1], --dx
pos.y - center[2] --dy
}
end
end
-- game.print("dx"..dest.x - center[1].."dy"..dest.y - center[2])
break
end
-- game.print("dx"..dest.x - center[1].."dy"..dest.y - center[2])
break
end
end
end
@ -185,9 +189,9 @@ local function squad_leader_state(index)
local unit_no = player.vehicle.unit_number
local d = global.spidercontrol_spidersquad[index].spiders
if d then
for i=1, #d do
-- game.print(d[i].spider_entity.unit_number)
if d[i].spider_entity.unit_number == unit_no then
for i, spider in pairs(d) do
-- game.print(spider.spider_entity.unit_number)
if spider.spider_entity.valid and spider.spider_entity.unit_number == unit_no then
global.spidercontrol_spidersquad[index].spider_leader = i
break
end
@ -202,6 +206,10 @@ script.on_event(defines.events.on_player_driving_changed_state, function (event)
squad_leader_state(event.player_index)
end)
script.on_event(defines.events.on_player_died, function(event)
squad_leader_state(event.player_index)
end)
script.on_event(defines.events.on_lua_shortcut, function (event)
if event.prototype_name == "squad-spidertron-follow" then
local index = event.player_index
@ -226,12 +234,12 @@ end)
script.on_event("squad-spidertron-switch-modes", function(event)
local player = game.players[event.player_index]
local cursor_stack = player.cursor_stack
if cursor_stack.valid_for_read then
if cursor_stack and cursor_stack.valid_for_read then
if cursor_stack.name == "squad-spidertron-remote" then
give_tool(player, {name="squad-spidertron-remote-sel",count=1})
elseif cursor_stack.name == "squad-spidertron-remote-sel" then
local e = global.spidercontrol_spidersquad[event.player_index]
if e.spiders and e.spiders[1].spider_entity.valid and give_tool(player, {name="squad-spidertron-remote",count=1}) then
if e.spiders[1] and e.spiders[1].spider_entity.valid and give_tool(player, {name="squad-spidertron-remote",count=1}) then
player.cursor_stack.connected_entity=e.spiders[1].spider_entity
end
end
@ -283,7 +291,7 @@ local update_interval = settings.global["spidertron-follow-update-interval"].val
script.on_nth_tick(update_interval, function(event)
for _, player in pairs(game.players) do
if player.is_shortcut_toggled("squad-spidertron-follow") then
if player.is_shortcut_toggled("squad-spidertron-follow") and player.controller_type ~= 0 then -- 0 => defines.character.ghost (DEAD)
local index = player.index
if global.spidercontrol_spidersquad[index].spiders[1] then
local p_pos = player.position

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@ -1,6 +1,6 @@
{
"name": "Spider_Control",
"version": "0.3.1",
"version": "0.3.2",
"factorio_version": "1.0",
"title": "Spidertron squad control",
"author": "npc_strider(morley376)",